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 Unlimited Move "big game" 
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k, I know this has been discussed and cussed before about how the game would be over in 30 minutes and that it is just a match-up of script vs script for the most part; however I was asked recently about the possibility of this type of "big game".

I agreed to post about it even though I know how fast these games can end so....

How could an unlimited move / high turn (5-10k range) game be setup for a draft type game?

I know edits will prove a major factor as they do in all games and are even more important in an unlim.

I have some thoughts on edits, but would like to see first if there is any interest in this type of game. I believe I know of one private server that might host something like this, but if there is enough interest, I would like to see it on a major public server.

This game, if it happens, will take a while to setup in my opinion since the current unlims that I am aware of would not be suitable.

I know unlim players play turn limit games in the "big games", would the turn players venture out of their comfort zone?

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Fri Oct 06, 2006 1:29 am
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I'm unsure what a "draft" game is. On the other hand, if you're looking for a site, I got one, if you're other idea falls through.

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Fri Oct 06, 2006 2:02 am
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quote:Originally posted by Runaway Proton

I'm unsure what a "draft" game is. On the other hand, if you're looking for a site, I got one, if you're other idea falls through.


A draft game is one in which the CEO's pick from a pool of players.

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Fri Oct 06, 2006 2:07 am
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And I am curious what private server may be willing to host this?? :)


Fri Oct 06, 2006 2:31 am
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quote:Originally posted by OutsideR

And I am curious what private server may be willing to host this?? :)


It is one that I sometimes test on when I need something remote to get information when writing scripts. I have a server, but it is even more private than the one I am talking about. ;) I could open mine up, but with the ISP problems, I am afraid that players might get bounced too often and if their pings to me are as bad as the ones I get playing on other servers, they would have to be on caffeine highs to stay awake to play.

I am going to test some of my ideas on my own server to see how some of the edits I thought about appear to work.

Seems like the player that I talked to about a game of this type was Kane? Sorry if that is wrong, I didn't get the name.

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Fri Oct 06, 2006 3:00 am
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Yes, It was Kane and he is going to have this tourney at Darkstarbase on 01/01/07. More in the future when details form. 20K/Unlimited or something close to that... The edit is being researched now.

http://darkstarbase.com/viewtopic.php?t=550&highlight=

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Fri Oct 06, 2006 3:27 am
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quote:Originally posted by Darkstarbase

Yes, It was Kane and he is going to have this tourney at Darkstarbase on 01/01/07. More in the future when details form. 20K/Unlimited or something close to that... The edit is being researched now.

http://darkstarbase.com/viewtopic.php?t=550&highlight=


k, sounds good on that, I didn't remember if he had a server to use or was looking for one, and I wasn't sure of the name - thought it was Kane, but CRS kicks in.

Hopefully people will give input that he can use to make this a good game instead of just saying it won't work without giving it serious thought. As I posted earlier, I have some thoughts on a few things that might work and I will test them on my server to see what happens and post if it works out.

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Fri Oct 06, 2006 4:07 am
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Yes we all know unlimited games go very fast. A few things can be done to slow them down.

Prom has some very good ideas for the edits, I do not belive a subzero or most other edits would work out very well for a tournament.I was wondering if an unknown or not popular edit might work.

Keeping the edit and how the corps will work unknown will add a different element to the game and SHOULD make it last longer and be alittle more fun.

Having a time limit will further slow the game down.Might lower it a little bit depending on the edit.

I think it would be fun to have people who play against or havent played together at all be on the same corp.Turn players are more than welcome.

Mostly this tournament would be different than most.Why cant we have an unlimited turn tournament?

So once again does anyone have any other ideas?

Kane

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Fri Oct 06, 2006 4:48 am
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How about unlim turns, 1 hr time limit?

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Fri Oct 06, 2006 6:22 am
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Time limit doesn't really matter. What'll happen is you'll get mostly green players running around, and a small handful of experienced, equipped killers. The killers will blast away the other corp's players and setup a blockade. Once the blockade is up and dock is blown there's nothing anyone else can do. It won't go even a day, no matter what TL you setup.

The reason nobody has ever had an unlimited turny is because the 2 don't go together. Turnies are designed to draw skilled players, while 99% of the people in unlims are highly unskilled.

How could you pull this off? BYOC. A draft would be a lot of work for a small pop of a game, over too quick to enjoy. In a BYOC situation you might get 1 or 2 strong corps that could even each other out long enough for the game to actually survive a day. This would leave the new players to die, but... that's always the result of a turny. Again, the 2 don't combine well.

Frankly I think anything less than 6 hours is too small for a draft. The captains of the teams need to be able to manage their players more, so you're setting up the CEOs for some serious frustration. It will be an uncontrolled mess of chaos and destruction... allowing the killers to dominate completely.

I pity anyone that decides to build a base in a game like this.

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Fri Oct 06, 2006 7:25 am
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You can't use Big Game. That is SG's game. I'd suggest you remove that reference from your thread.


Fri Oct 06, 2006 1:53 pm
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quote:Originally posted by Silence

You can't use Big Game. That is SG's game. I'd suggest you remove that reference from your thread.


ah, I was using it as a generic term, kind of like xeroxing something.

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Fri Oct 06, 2006 1:58 pm
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Some of my thoughts on an edit for an unlim game:

Max holds on a red ship could be set at 100 (normally 250 / 255). The best red ship should match the best blue, but be very expensive – actually the blue ship would need to be expensive also. In fact all costs would need to be increased.

Increased steal % to 120% (normal 70 – 100%)

Ship delay would only affect ppt and wssm and not the sst scripts, but would slow down the reds if ships are expensive.

Starter ships would need a high defensive setting of 4.0 or above and offensive of 1.0

A hardened dock is a given or it will be blown very quickly.

Relatively expensive gtorps and very expensive dets.

Planet edits would need to be quick to level 3 and could not contain product.

Ptorps off for the first day or two.

To help slow down hunters – break the ZTM (at least most of them) by banging a game with max warps of 60-75 and then changing it afterward to 45-50. Yes, I run a ZTM in an unlim after the first day or two.

NO aliens or alien planets.

No Enterra (sorry Zark) type ships.

I know Kane has a good idea with the lottery pick so that you don't have the issue of a few perma (semi-perma) corps coming in an wreaking havoc.

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Fri Oct 06, 2006 2:21 pm
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quote:Originally posted by Promethius

quote:Originally posted by Silence

You can't use Big Game. That is SG's game. I'd suggest you remove that reference from your thread.


ah, I was using it as a generic term, kind of like xeroxing something.



Ah, bit different than the way I attempted to use it, for sure. :)


Fri Oct 06, 2006 2:39 pm
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I have a few additional ideas.

1- move sd to 3 or 4 warp sector then hide it.

2= remove ether probes completly from the game

3- what terra starts is all terra has no regen of colo,
and cut the colo populations on planets so that maybe
10k total colo is all that a planet can hold.
so if a game has 2,000,000 colo allow only 200
planets to be made.

which would only allow 22 sectors with max planets at 3
per sector

4- a max of 3-4 planets per sector

5- only the iss, and its red counterpart and the cfs have
any scanning abilitys.
and the cfs is the only gen torp launch platform

6- the planets with the highest ore capacity dont go to level 4
this will take pdrops out of the equation for the most part

7- Also the initial planet transporter instalation needs to be
max cost and each of the next steps all very expensive.

if all of these ideas are used the game will not be a blow out and
should be very interesting indeed.

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Fri Oct 06, 2006 2:41 pm
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